Chicken Wiggle will be the first 3DS eShop game released by Atooi, the studio founded by Jools Watsham initially as a vehicle for personal mobile projects, and now his key business since the formal split of Renegade Kid. Early footage and screens have looked rather positive, incorporating the chunky pixel style that helped make Mutant Mudds so popular while also featuring some neat platforming and grapple mechanics.

A fascinating part of the upcoming release is the level editor, which is essentially a Super Mario Maker-style tool that allows you to make your own levels and then share them online. In his latest weekly video Watsham shows this off for the first time, and we reckon it's looking rather impressive.

We've asked a couple of initial questions about the editor, and it's been confirmed to us that all of the tools and content is available right from the start, so there aren't any progress-based or timed unlocks. In addition there are no plans for tutorials - Watsham told us the following.

I see game design as a challenge in itself, and therefore wanted to present the user with a fairly realistic development environment of trial and error - which is very much akin to real level design.

Seems a little uninspired...mind u its pretty tough to break new innovative grounds with 2d sidescrillers in this day age. It's visually more appealing than mutant muddy that's for sure and I'm digging the music. But eh, I honestly don't give a wiggle about what's a available on the 3ds eshop and the majority of these indy devs

@ReshiramzekromCheers mate I had no idea. I am new on here. Well not that new I used to just read comments but I had to make an account so I could comment on a stupid ignorant post some dude posted. Anyway thx again

@Pat84 no problem! It's my fav handheld fps so I really hope it comes out still. I even responded to his tweet saying "well if you do decide to make it you have one guaranteed sale right here". Lol. Definitely worth tracking down for the DS if it doesn't get released

I like most of their games but something always felt a little off about them. They're often technically sound but have generic templates and odd save systems (Demetium, Moon), or they have good design but are overly basic without room for experimentation (Mutant Mudds, Xeodriter). I'm not trying to insult them. I own all the RK games and have had fun with them. It's just that they typically have generic 3D designs, or 2D gameplay that come across like a poor mans Wayforward.

Long answer: Jools knew the scope of Treasurenauts would grow to a size unforeseen in his original vision and in order to see that new, larger vision come to fruition, he would have to make brand new other, but smaller games in order to fund his company and keep it alive long enough for him and his team to finally complete Treasurenauts, which again, grew larger than he originally anticipated because he kept having more and more ideas to add into the game and with Jools being Jools, he didn't want to release a game he felt could be improved one way or another.